| name | game-ready-export |
| description | Batch FBX export with game-engine golden rules, pre-export checklist, and post-export verification. |
Game-Ready Export
Overview
Export processed terrain tiles as FBX files ready for game engine import. Enforces strict conventions to prevent common import issues.
FBX Golden Rules
These are NON-NEGOTIABLE for every export:
apply_scale_options = "FBX_SCALE_NONE" - photogrammetry tiles are already in real-world meters
axis_forward = "-Z", axis_up = "Y" - standard Blender-to-game-engine convention
- Identity transforms on ALL objects - Location=(0,0,0), Rotation=(0,0,0), Scale=(1,1,1)
use_tspace = True - tangent space for normal maps
mesh_smooth_type = "OFF" - no auto-smooth on photogrammetry meshes
Pre-Export Checklist
Run these checks before exporting:
If any check fails, fix the issue before proceeding.
Export Workflow
Step 1: Pre-Flight
get_transforms on all tile objects - verify identity
get_mesh_stats on each tile - verify faces > 0, has UV
save_file
Step 2: Batch Export
batch_export(directory="/path/to/output", format="fbx")
- Review per-tile results
Step 3: Post-Export Verification
- Check file sizes are reasonable (100MB-500MB per tile for high-res)
- Check all expected tiles were exported (compare against tile grid)
- Report total export size
Output Structure
output_directory/
├── Tile_0-0.fbx
├── Tile_0-1.fbx
├── Tile_1-0.fbx
├── Tile_1-1.fbx
└── ...
Common Pitfalls
- FBX_SCALE_ALL instead of NONE: Tiles will be 100x wrong size in engine. ALWAYS use NONE.
- Wrong axis convention: Tiles will appear rotated 90 degrees. Use -Z forward, Y up.
- Non-identity transforms: Engine may double-apply the transform, causing tiles to fly apart.
- Missing UVs: Texture won't map correctly. Run project_uv before export.